Is this a cold take? I think its not hot nor cold. Its a medium take.
I think it depends what someone wants out of a game, and I think most people would agree that classes having just brick wall hard counters can be annoying in games where you play as a single character, like everything should have some chance of fighting everything else, even if disadvantaged by class type etc.
Like imagine a game like marvel rivals, but where you just straight up couldn’t hit ironman as wolverine or similar. I think people would dislike that.
In like a real time strategy game though, thats different.
My true desire was for this town to never have a direction or goal marker, not even once. It’s intellectually offensive. Who do you have to be thrust a map marker under a free person’s nose, saying "Here is your goal. You’re too lazy and stupid to figure it out on your own, and I am not without mercy towards lesser minds, so I’ll do the work for you. Go there. Go and don’t forget to thank me for choosing your goal for you. Love, The Powers That Be.
Oh you died? Here’s a debuff. Oh you thought you could save scum to get around the debuff? Ha! That debuff is on all your saves.
Why? We’re Russian devs. Life is brutual and hard and so should this game.
And for those who don’t want to play it, but still want to experience its world and themes, HBomberguy made a fascinating 2-hours video essay about the first game: Pathologic is Genius, And Here’s Why about the first game.
You want someone to test your games for ways to break it? I know just the guy!
“Hey there, it’s Josh. Today we’re checking out The Milgram Experiment. Thank you devs for the complimentary game code. This is a horror/moral choice simulator. And we all know how trustworthy MY morals and choices are! But enough about that, it’s time for NEW GAME!!!”
20 minutes later
“Well, everything’s on fire. Everyone’s dead. And the frame rate is a staggering 3 frames per year! So that seems like a great place to call it a day. I hope you had fun, I know I did, and I’d like to thank the devs for this copy of their broken game. I’ll see ya next time!”
I do admire his line of reasoning. Just every time. Like I used to do silly things in the sims and theme park, but his natural curiosity is next level. HOLD PLEASE.
And some people STILL can’t beat it without parries.
Granted, I’m in Act 2 (Expert), and I think the ludicrous level factor into damage is to blame. The fact every other (mini)boss you fight is overlevelled, and just a few levels seem to be a 2-3x damage difference, is so stupid, I imagine someone running into 3 in a row and just giving up.
Someone on YouTube made their first playthrough an all-hit run without parries or dodges. On Expert. They had to grind a bit but made it work. I think the Curator fight where he teaches you jumping was the hardest because his damage scales with your level.
spoilerThey even beat Simon without one-shotting him. Impressive stuff.
It really proves that the game can be a normal JRPG, albeit a grindy one in the beginning.
It really proves that the game can be a normal JRPG, albeit a grindy one in the beginning.
It’s unrelated to difficulty, but, is it a good one though? Being grindy to me is generally a pretty terrible thing in a JRPG. Part of marketing for SMTV’s rerelease was nerfing the impact of level on damage, and basically everyone loved that.
I also don’t see many defensive options for the half of the game I’m at besides Maelle’s redirect, or maybe absurd defense/HP stacking, if defense even works.
This goes for every JRPG: if clicking and winning is bad, how is chess popular? It’d just mean the RPG part isn’t balanced (or is not your type of game)
Mario&Luigi, the only series close to this I’ve played, just does it way better, some dodges require holding, almost all include figuring out who to dodge with, different effects depending on when you jump etc. Parries in E33 come down to timing one button, and occasionally pressing the others with very clear telegraphs. And dodging seems barely more helpful
I absolutely hate parry systems and cheated my way through it, although I lost interest once something spoilery happened to the main character you’ve been playing as.
I was actually optimistic, because I like Mario&Luigi, so these combat systems CAN work. The problem is, the parry systems in E33 are 80% of your success (if you don’t grind), yet are more shallow by comparison, and most of the depth is in the RPG parts that are just a supplement (unless you grind + play on easier difficulty settings, but it seems you need a Picto for AP on damage to let you have fun then)
Both Mario RPG and the M&L games have timing systems I don’t mind. They have pretty generous windows and don’t punish you too severely if you miss them. E33 was brutal on both fronts.
That’s also because M&L requires more attention to get the timing right. You need to look for cues who the attack will go to, see if you can jump on the attack or only over it, hold the dodge button rather than press, or multitask when both bros are being attacked. Or sometimes, DON’T jump, because you then take damage. The games are puzzle/action games with JRPG elements slapped in.
E33 is extremely telegraphed (barring the very rare jukes) so it needs to compensate with tight timing and erratic animations, requiring both higher skill + trial and error. Sometimes have to press another button, but you don’t even need to figure it out (I tried to jump some attacks because of Elden Ring habits lol), the enemy or whole screen telegraphs it. It’s a JRPG with action slapped in, at its core at least.
For another example, Deltarune and Undertale are basically action games too, but do a lot of stuff with their dodging, sometimes even switching genres to platformer/shooter etc.
Da Wei: gives step by step instructions only for players to ignore them and get stuck (reading is hard).
Also Da Wei: designs a fast, strong and tough endgame boss only for some psycho to hit-stun her, yeet her around the arena, kill her by fall damage and post it on Bilibili for the lolz.
bin.pol.social
Aktywne